Medium Undead, Lawful Evil
Armor Class 17 (natural armor)
Hit Points 111 (13d8 + 59)
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
11 (+0)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws CON +8, INT +5, WIS +9, CHA +8
Skills History +5, Religion +5
Damage Vulnerabilities Fire
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 14
Languages The languages it knew in life
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Magic Resistance. The wraith has advantage on saving throws against spells and other magical effects.

Rejuvenation. A destroyed wraith gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the wraith's canopic jar.

Actions

Multiattack. The wraith can use its Soul Rend and makes one Energy Drain melee attack.

Energy Drain. Melee Weapon Attack:  +9; to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4); bludgeoning damage plus 21 (6d6); necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or the target loses 1 Constitution every 24 hours until it dies. Casting Greater Restoration ends this effect and restores all lost Constitution points.

Soul Rend. The wraith targets one creature it can see within 60 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or become stunned with fear until the end of the wraith's next turn. If the target fails the saving throw by 5 or more, it is also paralysed for the same duration. A target that succeeds on the saving throw is immune to the Soul Rend of all wraiths for the next 24 hours.

Legendary Actions

The wraith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The wraith regains spent legendary actions at the start of its turn.

Attack (Costs 1 Action). The wraith makes one Energy Drain melee attack, or uses its Soul Rend.

Animate Dead (Recharge 5-6, Costs 2 Actions). The wraith casts animate dead.

Shadowed Death (Costs 2 Actions). The shadow of death swirls around the wraith. Each creature within 5 feet of the wraith must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.

Death Wail (Costs 2 Actions). The wraith screams a harrowing dread willed wail. Each non-undead creature within 10 feet of the wraith that can hear the utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the wraith's next turn.

Channel Negative Energy (Costs 2 Actions). The wraith magically unleashes negative energy. Creatures within 60 feet of the wraith, including ones behind barriers and around corners, can't regain hit points until the end of the wraith's next turn.

Become Death (Costs 2 Actions). The wraith magically transforms into a cloud of bleak shadow and darkness, moves up to 60 feet, and reverts to its normal form. While in shadow form, the wraith is immune to all damage, and it can't be grappled, petrified knocked prone, restrained, or stunned. Equipment worn or carried by the wraith remain in its possession.

Previous Versions

Name Date Modified Views Adds Version Actions
4/14/2023 1:54:32 PM
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Habitat: DesertSwampUrban

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